Dana
The young sorceress controlled by the player. She uses ice magic to contain and extinguish the flames.
Documented for this version
Arrow UpArrow DownArrow LeftArrow Right | Move Dana |
|---|---|
A | Create an ice block |
B | Destroy an ice block |
Start | Pause the game |
How it plays
Each stage is viewed from the side and presented as a self-contained puzzle room. Dana must extinguish every fire while avoiding hazards and then reach the goal. She can create ice blocks around herself, use them as platforms or barriers, and destroy selected blocks to change the route.
The game is organized into progressively harder rooms. New layouts require the player to plan block placement before committing to a move, while limited space and spreading flames make mistakes costly. There is no conventional combat system; success comes from movement, timing, and manipulating the environment.
Plan your run
Study the entire room before creating ice. A block placed too early can seal off a necessary route or prevent access to another part of the stage.
Use ice to control the spread of flames and to build safe footholds. When a position becomes useless, destroy the block rather than forcing a risky jump. Work backward from the exit and identify which blocks must remain available until the final approach.
Meet the cast
The young sorceress controlled by the player. She uses ice magic to contain and extinguish the flames.
Before you begin
Plan a route before placing the first ice block.
Keep enough open space to move around newly created blocks.
Extinguish flames methodically instead of rushing toward the exit.
Fire 'n Ice is a puzzle-action game developed and published by Tecmo for the Nintendo Entertainment System. It is the direct follow-up to Solomon's Key and replaces that game's emphasis on keys and doors with fire suppression and ice-block manipulation. Players guide Dana through compact, single-screen stages, creating and destroying ice to contain flames and reach the exit. The game combines platform movement with careful spatial planning, and later rooms demand precise timing as well as experimentation. It received limited attention outside Japan, but is regarded by NES puzzle fans as a thoughtful and challenging sequel with distinctive mechanics.
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